It's entirely possible to exhaust all dialogue with Hannah without getting the key. It has happened on most but not all play-throughs (but only under the last 2-3 updates, was fine before then). And yes, the abomination is overpowered, because the items necessary to properly fight back can't be accessed without being exposed to 5-6 rounds of attacks (including when you pick up the spellbook). And good luck if you spawn the minotaur as well... The above, combined with the excessive randomness of events (one would have to reload hundreds of times to get half the events which is ridiculous at this stage of game development since it locks off most of the content) impact the experience a fair bit, but aren't too difficult to solve. Just dial down the probability a bit, move the abomination (have it spawn upon picking up the spellbook, perhaps?) a bit further back and it would be a lot more enjoyable.
I'm not sure if you're doing something weird, but all the conversation topics that don't have <b>incomplete</b> next to them, give the key at the end (just after you get the question completion/stat increase). The key is in the open doorway/kitchen area if you haven't noticed it or picked it up. If you could provide the choices with Hannah that you pick, I'd be able to narrow it down easier and solve that problem.
The Pale Abomination isn't really meant to be defeated, BUT there are ways to defeat it (I'm adding a fun little achievement for it later if a player manages to do it because it's incredibly difficult even with his health reduction). I imagine with the Minotaur, it does make for a sticky situation though! I'll have to think about moving him. I don't know if it would be fair to spawn him right when the player nabs the spellbook but maybe there's a happy medium I can find. By the way,
I'm glad you find that the experience changes between those different play-throughs and that the puzzles aren't TOO hard to solve. I didn't want them to be super difficult in the tutorial area, but I did want them to make the player think and to warm them up to the puzzles of the game. As the entire game progresses though and increases in size, you might find that the randomized events aren't entirely randomized; things change if you are carrying weapons, there are of course stat checks of all different kinds, sexuality influences, the moods of the player etc --- will all change how information is presented and will greatly vary paths; for example, there are 3 different ways to leave the Goblin House/Withered Snag area planned thus far, maybe eventually 4 (maybe) once I get down to remastering Rold. I did all that because it's setting a precedence for what the game will be like, only later on, the player will have more control over things because the tutorial area is a hand-holder area for those new to Quest.
I appreciate the feedback! Please feel free to comment again and let me know how you're liking future updates/giving suggestions etc!